OtherDrops

Make anything drop anything, anyhow!
Minecraft 1.7 features (click)!!
OtherDrops allows you to add anything from a simple "glass drops glass" or mob rewards, to a complex overhaul of your servers drops with drops differing depending on tools, biome, time, weather and much more, along with custom messages, actions and commands.
OtherDrops is lightweight* (it only acts on what you configure) and respects most protection plugins (eg. WorldGuard, Regios) settings. Many examples are included that you can enable and/or customize as you wish.
Getting Started (tutorials)
- Install & setup first custom drops
- Customising mob & block drops
- Customising money & XP rewards
- Customising fishing rewards
- Customising mob spawns
Core Features
- Drop anything!* (*from Bukkit - if it doesn't, let me know)
- Use triggers such as block break, combat, fishing & more
- Conditions to fine-tune your drops such as tool, world, regions, weather, permissions & more
- Add actions including damage, healing, messages, potion effects & more
- Easy syntax allows you to quickly customize drops & rewards for your server
- Future Support
- Where-ever possible the official Bukkit lists are used so OtherDrops supports all current and future:
- blocks, items, mobs, enchantments, potion effects, biomes,
- spawn reasons, tree, villager professions, cat & skeleton types
- Support for special item data:
- Custom names & lore text
- Enchanted weapons & armour (or add random enchantments)
- Enchant anything with unlimited levels (dirt with level 30 damage?)
- Enchanted books with any enchantment
- Written books (wtih custom title/author/pages)
- Leather armour colors
- Custom fireworks colors
- Skull types & custom player heads
- Support for special mob data:
- Custom names, HP (health) & equipment for any mob
- Baby animals (all "Ageable" mobs - chicken, cow, pig, zombie etc)
- Tame wolves (including collar color) or cats (& different cat types)
- Sheep colors (and sheared/unsheared)
- Villager professions, villager zombies, powered creepers & agressive level for pig-zombies
- Wither skeletons, Slime & lava-slimes of any size
- Economy support (via Vault)
- Support for all major economy plugins (see Vault project page)
- Players can gain, lose or steal money based on fixed amount or percentage
- Compatible with "MoneyDrop" to drop physical money items.
Conditions
- Multi-world support - create separate files to handle each world
- Add super rare drops with chance values down to 0.000000001%
- Specify tools required (or a list of tools eg. [any sword, -diamond sword])
- Lorename, Heroes (class & level) conditions
- Cooldowns
Actions
- Apply actions alongside the drop (or even without a drop)
- Damage tools and/or consume items (eg. use dyes to color wool)
- Damage or heal the victim, player or even the whole world
- Apply potion effects to the victim, player, radius, world or server
- Display custom messages (or a list of messages with one selected at random)
- Create explosions, lightning, visual effects (including particles), sound effects
- Run commands
Ideas
- Give leaves various chances of dropping apples, sticks, cocoa beans, saplings, etc on break and/or leaf decay.
- Make glass, stairs, and boats reclaimable (can be tool-specific if you wish).
- Allow gold and iron to be mined directly into ingots with a golden pickaxe.
- Allow users to right-click on cobblestone with vines in hand to turn the cobblestone mossy.
- Nerf mob traps by disabling drops from environmental damage.
- Unleash the zombie apocalypse by setting zombies to drop zombies when they die! (This can be world-specific.)
- Make mobs that don't normally spawn naturally spawn.
- Make mob spawning, drops, and events biome specific!
Documentation
Dev Builds
Development builds of this project can be acquired at the provided continuous integration server. These builds have not been approved by the BukkitDev staff. Use them at your own risk.
Help Wanted
Would you like to help improve OtherDrops? Here are some ways to get involved:
- Media/art: OtherDrops could really do with some tutorial and example videos.
- Testers: Testers who are able to go through the plugin and rigorously check that things (both existing and new features) work as they should. PM Zarius your Skype (or other IM) details if you're interested or jump on the IRC channel.
- Programming: any assistance is welcomed - see the todo list here for some ideas. Anyone with refactoring and/or automated testing experience that wants to assist would be great.
Thanks
Many thanks to these people who helped with OtherDrops:
- Cyklo: creator of the original OtherBlocks. OtherDrops is a continuation of Cyklo's original OtherBlocks (2011) plugin.
- Celtic Minstrel: many code commits and a major overhaul of the code moving into version 2.0. Moved on to create DropFactory.
- Rofang: major update of OtherDrops documentation.
- RugRats13: lots of testing and some documentation.
- Faldonboy & Steelsouls: currently maintaining and improving the documentation.
- CommodoreAlpha: community support on the comments/forum, assisting with documentation.
Many long nights are spent improving OtherDrops so if you like it please consider a donation to my coffee fund :) 
- OtherDrops uses Metrics for anonymous usage stats (learn more).

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Posted Feb 27, 2013@Zarius Have you been checking your conversations? :)
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Posted Feb 27, 2013@all
Because colons are interpreted a special characters in a list I'm think about different separaters for the equipment, what do people think of the following options?
I like the first option myself (although I'd have to test how well a single quote will work in the code).
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Posted Feb 27, 2013@MCCharlieCraft
Yeah, sorry that was changed to % - eg.
Note: the tailing % is optional.
@Akitsaws
Thanks for that. Let me know if you notice anything else :)
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Posted Feb 27, 2013everything seems to be working :D even deny and crops(names) thants a bunch !!!
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Posted Feb 27, 2013Has the drop rate for equipped items been removed to be further worked on, or did I misunderstand how it works.
From what I read in the change log I thought that this would make the dropped zombie only drop his helmet at a 3% drop rate. Is my syntax wrong or has this been changed?
Your example was:
I was trying to do something similar with having mobs spawn with enchanted weapons, and armor. But when I do get it to parse correctly they will always drop the items they have equipped at 100% chance.
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Posted Feb 27, 2013@Mcphiction @Abnormal_Zombie
Cool idea but Faldonboy's right - it's outside the scope of OtherDrops. I'm working on making the plugin more extensible however so it's possible that a "craft" trigger could be written as a separate plugin extension if someone wanted to write it (haven't got time at the moment with OtherDrops, 4 other plugins & a possible GUI to worry about :D)
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Posted Feb 27, 2013@Steelsouls
Ah, found out why - colons "in-line" in a list are treated as a special character (see herefor technical details). It can be fixed by putting the whole lot in quotation marks., eg.
@Steelsouls
Perhaps I should alias CARROT to CARROT_ITEM and then create CARROT_CROP (and/or CARROT_BLOCK) as an alias to CARROT. I don't like to make too many aliases that override the bukkit names but I think a lot of people will expect CARROT and POTATO to drop the item rather than the block (crops).
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Posted Feb 27, 2013@ZariusT
Here's the strange part about MCCharlie's drop.
This works:
This does not:
Only thing changed is adding brackets. I have also tried switching 1-3/5% to 5%/1-3 to see if it was % next to ] but error is the same: (If you want a full log on this one just let me know)
found unexpected ':' in "<string>", line 33, column 41: ... drop: [ZOMBIE@BABY!!VILLAGER!!eq:head:diamondhelmet!!eq:chest:di ...
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Posted Feb 27, 2013@MCCharlieCraft
Not sure if it's like that in your config but that's missing a colon after drop (ie. should be "drop:").
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Posted Feb 27, 2013@MCCharlieCraft
For some reason it is the brackets that are causing a problem. They work on all other drops for doing multiples but no idea why not here. I got your drop working perfectly by doing it as 2 separate drops:
note: Obviously you can replace ZOMBIE: and tool: DIAMOND_SWORD with whatever, those were just simple examples for my testing purposes.
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Posted Feb 27, 2013Trying to get this into a drop group. Is this not possible yet? Or do I need some kind of separator to tell it to move on from item data.
drop [GIANT/1/1%, ZOMBIE@BABY!!VILLAGER!!eq:head:diamondhelmet!!eq:hands:diamondsword!!eq:chest:diamondchestplate!!eq:legs:diamondleggings/1-3/5%]
I get an error telling me it doesnt understand the 5%
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Posted Feb 27, 2013@Faldonboy
Haha thanks I didn't even try that. Just threw them away. Also, thanks for the _ITEM bit. I was just going to add @RIPE but now I'm thinking that would still give me some weird, ripened "block."
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Posted Feb 27, 2013@Mcphiction
@Abnormal_Zombie
I think that would be quite a ways out of the scope of what OtherDrops is trying to accomplish. If you want a plugin that can do exactly what you just described(and more) try RecipeManager. Its a bit outdated but some nice people have been keeping it up to date with unofficial builds that the developer is supporting until he has time to help.
@Steelsouls
CARROT_ITEM and POTATO_ITEM are the actual drops, the drops you get from just POTATO and CARROT can still be planted oddly enough, so, not completely useless
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Posted Feb 27, 2013@Akitsaws
I am not sure what these aliases are yet. When the full release of 2.8 is out the docs will be updated to reflect the beta changes. Maybe Zarius can give us insight on the veggie aliases now though? :)
Side note: I tried having a CARROT and a POTATO spawn (without any data, I had them just like that) and I received the first iteration of growth cycle. It was a totally useless drop lol.
EDIT: Found the data aliases for WHEAT on the Entity List page. I'm sure it'd be the same for carrots/potatoes. Data Values:
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Posted Feb 27, 2013@Mcphiction
That's a cool idea. If that were ever to be implemented, I think it would look something like this:
Where 'give' puts it directly into the player's inventory.
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Posted Feb 27, 2013There is something that I was just thinking about that I'm not sure if it is added, or if it may be planned, or not thought of at all. Crafting.
Say you're a blacksmith, but not a very well trained one. There's a 70% chance you'll make a bad quality tool, which has say, 50% of the default durability for the tool made, but there's a 10% chance of making a perfect quality tool, with 50% extra durability than default.
just a little food for thought that could be added into this. Considering the amount that is already capable with this plugin I think that adding more is always needed!
Mallander
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Posted Feb 27, 2013Haven't had a chance to test it but is Crops for potato and carrot growth cycles set up? and I suspect Deny still isn't working
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Posted Feb 26, 2013@Faldonboy
I'll test out the dropspread and maxhealth bit later. Yeah, the !! isn't needed unless you provide more than one type of data.
Also, on a similar topic I think I'll be changing the MOB@000 to MOB@000hp ie. with a hp at the end (will support 'h' at the end too) to be more clear. And if I can I'll remove the requirement for "eq:" at the start of eq sections, so you could write ZOMBIE@30h;head:blah;feet:diamondsword;etc... (hmm... can I use a semi-colon there? I just did it then naturally - not as clear to read but easier to type...)
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Posted Feb 26, 2013@Faldonboy
Oh, you're right. I suppose the higher max health thing is relatively new, since I have tried it in the past.
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Posted Feb 26, 2013@Abnormal_Zombie
That isn't true, in either sense ENDER_DRAGON@20000 spawns an ender dragon with 20000hp that takes 30+ shots from a power - 1000 bow to kill
the !! also isn't needed. The example I posted that worked doesn't use the !! separator and still works.